Avastar-2 Release Candidate

We are now in the Release Candidate phase where we give Avastar-2 to all owners who have purchased the Avastar-2 development version. So you now find the Avastar-2 RC7/2.0-45 version here:

Important: RC means:
This is a Release Candidate!
It still can have issues

Please read this initial document while you do your testing!

Dear customers

We finally have come to the end of the development phase for Avastar 2.0. And now we prepare the Avastar-2 Release.

Please read below how you can actually help us to verify the tool works as intended and find remaining bugs.

Why Feedback?

We expect that things are rough-going initially. It may even be so that things are broken which were working before. That’s why we ask you to report any issues (see below) so we can polish the tools and make things more user friendly and more robust before we ship the product.

Please be helpful and give us feedback on anything that you find strange, confusing or not working for you.

Testing Avastar 2.0-RC

Please make sure your read the section about the Update Tool (see below) as it contains some important advise!

List of first testers:

  • Aki Shichiroji
  • Eleanora Newell
  • Etheria Parrot
  • Fizz Savira
  • KokaiNe666
  • Manwa Pastorelli
  • Medhue Simoni
  • Shnurui Troughton
  • Selina Anatra
  • Pirschjaeger Fassbinder
  • Siddean Monroe
  • Tapple Gao
  • Teager
  • Tornleaf

The Rollout Plan

Please note: The plan can change at any time if we discover serious issues which make the usage of the tool unreliable or impossible.

  • Dec-31-2016: Core team (2.0-24)
  • Jan-01-2017: first 5 customers (2.0-24)
  • Jan-06-2017: 10 customers (2.0-25/28)
  • Jan-19-2017: ticket owners (2.0-28/…/33)
  • Feb-21-2017:  RC Release Candidates (2.0-39/45)
  • Apr-2017: Release with documentation (2.1)

  Green: Finished
  Orange: currently ongoing

Who can test?

How to become a Tester?

Just download the Release candidate, install it and go working with it. If you find anything odd, not working, disturbing, missing… then feel free to

Create a report(1)

Where is the Test version?

It is in your download page. You will see a new entry labelled with:

Avastar-2.0-RCx.zip(2)

Note: Everybody who has purchased Avastar since November-2014 has access to the Software!

(1): We expect your feedback! Please help us to find bugs.
(2): The release candidate installs with the version number Avastar-2.0-45

Note: Your particular issue might possibly not (yet) be resolved in Avastar-2.0 or Avastar might have changed things such that your issue no longer applies. Or your Issues might have been overlooked. If you find such a situations, then please add a small remark to your ticket(s) so we know you are still interested in the broken (or newly suggested) feature.

Your minimum Feedback…

  • Close your ticket when your issue is resolved
  • Or add a the following comment to your existing ticket:
    Avastar-2.0 feature still missing/broken
    possibly add some more details if you like.
  • Feel free to add more test reports but please read below first.

Organize your Testing

We recommend that you follow the guide below. This seems to be a good way to cover the most important parts of Avastar. However, of course you are free to organize your testing in whichever way you like. We only ask you for some feedback.

This document is the preparation arena for the final documentation at avastar.online. So you will find this page to change frequently. If you have issues, then first check below for any updates.

One issue at a time …

Please try to first see if your tickets are resolved. Then feel free to add new tickets if you find anything  else that is broken. But please…

Create separate tickets for each issue that you like to report.

This makes it much easier for us to work on the tickets. If several issues happen on the same blend file, then please either add this blend file to each ticket, or add a link to the ticket where we can find the uploaded blend file.

How to organize your tests

Prepare for testing

  • Most important: While it is very unlikely to happen, there is still a risk that you break your data during testing. So please avoid panic and only use copies of your production files for testing.
  • Even More important: Read this document at least once before you start testing.
  • Download the test version just like a regular update (as soon as it becomes available).

Test 1 – Installation

Just check if you step into any issues when installing or upgrading the Tool on your computer. If you are curious try to break the installation and report to us how you managed to do the damage.

Please report issues immediately, we will take care.

Important: Sometimes Avastar can not be enabled right after updating. The usual way to fix that is by saving the user preferences, then restart Blender. This has always fixed the issues. However: Please report if this happens to you!

Test 2 – Look Around

There is no recommended way to step through Avastar. You need to be at least a bit familiar with older versions and you need to be familiar with Blender. Only then you can do reasonable testing.

We have added a lot of information to the tool tips. This is meant as a mini documentation right below your finger tips. Browse over the tools and see if the tool tips make sense to you.

  • Check if the known tools still work
  • Create a character
  • Add attachments
  • Play with the sliders
  • Edit the skeleton
  • See what break (report!)
  • Test Animation exporting
  • Test Animation Import
  • Look at the Fitting Panel
  • Check bind pose support

Please concentrate first on the functions that you know. If you never before touched a particular Avastar tool, just leave it alone for the moment.

Please report

  • Confusing Tool tips
  • Missing Information in Tool Tips
  • Wrong or broken information in Tool Tips (also typos)

Note: Tool Tips are no replacement for the full Documentation. We do not yet have the full documentation available.

Further down you find a brief introduction chapter that explains the most important changes to previous versions of Avastar. You might want to read that chapter first before you proceed from here.

Test 3 – The Settings Panel

We have added a “Settings” panel that allows to configure the complexity of the user interface. This panel is meant to make your life easier. However we still need to optimize it a bit. It does not yet cover all Avastar functions. Please report if you think something belongs into a different level. Check it out in the Tool Shelf (in the Avastar vertical tab)

Test 4 – First steps using the tools

Do some simple stuff, like creating a new Avastar, create an animation, add attachments, check the sliders, whatever comes into your mind . But keep it easy for now.

Test 5 – Update your project(s)

This is the first critical step. We have put a lot of work into making this going smooth and easy. But we know we can not foresee all possible cases. You find a brief description of The Update Tool further down in this document.

Please report if anything looks odd to you. Also some of you have reported issues with the update tool. So for you Step 5 and Step 6 are the same thing…

Test 6 – Your particular issue

Check if your particular issue has been fixed. If you find it works now for you, then please just close the ticket. No need to add any comments in that case!

If it is still broken, then please add a comment to the ticket: “not fixed in avastar 2.0

Test 6 – Stress test

Try to break the tools. Right now we are sure its easy to break things. But every report we can get will allow us to make the tool more robust.

Note: Please open a new ticket for any failure that you find.

Your Final report

If you want to give us some more remarks, then please feel free to add your personal comments right into the comment section of this document.

If you like you also can open a new ticket with your remarks. In that case please add to the ticket title:

Notes on Avastar-2.0: …

New and changed features

In the following chapters we collect brief information about new features and changes. These chapters are not in a particular order and we will add more information as time goes by. There is no need to read all the details here. Feel free to just pick the information that you need.

User Settings Panel (new)

We have added 4 User interface configurations for Basics usage, Advanced usage, Expert usage, and Experimental features which are not meant to be used unless for testing purposes.

The higher the skill level is, the more buttons get uncovered in the user interface. Of course the highest level is “Experimental”.

Please let us know:

  • Is this system good enough?
  • What you personally like to find in each of the levels?
  • Do you have ideas for a different way to organize the user interface?

Tip: If you are missing a button, then you might want to check if you are in the right complexity level.

Rig Preset Buttons now in Settings panel (change)

We felt like the Rig preset Buttons should not be placed in the Bone display panel. We moved the buttons to the Settings Panel as we believe this is the more natural location. Please see the image above to locate the Panel Presets section.

Weightmap Cleaner (change)

The SL Rig contains about 150 Bones, but because of some technical constraints it is not possible to have more then 110 weighted bones in a single Mesh. So when your one Mesh character uses all available bones for weighting it no longer can imported to SL.

However it is possible to cut your mesh object into pieces and take care that each piece is weighted to no more than 110 Bones. Then you can export the parts all together and the SL Importer is happy. But there is a caveat:

When you separate your object into pieces, then the number of weightmaps in the parts does not necessarily shrink. You might instead end with a subset of empty weight maps. So you have to do some cleanup after splitting your object into parts.

Here is where the Weightmap Cleaner (formerly named Remove Groups ) comes into play:

  • Split your mesh object into convenient pieces (typically it is a good idea to split the character into a head mesh and a body mesh)
  • go to Object mode
  • Select all Mesh parts of the character
  • Open the Tool Shelf
  • and locate the Avastar Tool panel
  • Locate the Weigt Tools
  • Take care to enable the small icon at the right side of the Clean weightmaps Tools
  • Now call the Clean Weightmaps tool

At the end each piece of the character contains only the minimal set of necessary weightmaps.

Where is Alter to Restpose? (change)

Short answer: it has been replaced by the new Bind Pose support (see below)

Long answer: We now support true Pose Binding, see below. If you still want to use the alter to restpose tool, then you find it when you enable the “Experimental” Preset in the Settings panel (see above).

Where is the Collada Panel? (change)

In previous versions of Avastar the Collada Exporter could be called either directly from the Tool Shelf, or from the Blender Top Menu by following

File -> Export -> Collada (Avastar)

We have decided to remove the Export Panel from the Tool Shelf to make the tool shelf less cluttered with Buttons and to make Avastar more conforming to how things are organized in Blender. So, using the File Menu is the new way to go.

But since for some workflows the Export panel in the Tool Shelf can be beneficial, we have added a way to enable the panel again for convenience:

  • Open The Add-ons Tab in User preferences
  • Open the Avastar Addon Panel
  • Locate the Preferences section
  • There you find a Panel Visibility subsection where you can enable the display of the Collada Panel (see image)

 

I do not need the Appearance Sliders…

You now can fully Disable the Appearance Sliders in 2 ways.

  1. The Appearance Panel has now a Panel option for enabling the Panel
  2. In the Avastar Add-ons Preferences (see previous Toggle Tab) you can now permanently disable the exposure of the Appearance Panel. This may be interesting when you never touch the Appearance sliders

Basics of Bind poses (new)

The Bind Pose support in Avastar is the by far most advanced function we ever added to the tool. This feature allows Avastar to work much better (more precise) with Rigs and Meshes that have originally been created with Maya or other Autodesk products.

But you should not worry, we have taken care that this feature can be used without effort and we made sure to keep all the ugly calculations away from you.

Understanding Bind poses

What is it?

You may already know that the SL Avatar uses the T-Pose as its Restpose. Note: The Restpose is the pose where all deforming bones do not influence the bound meshes. ( ALT-R, ALT-G, ALT-S ) This becomes very important further down, so please memorize this!

While the T-pose has its advantages, there are a couple of issues with it, especially when you create clothes which are meant to be used for example with the default stand pose (or whatever).

Because of this some creators have decided to not use the T pose as their default pose. But the SL Avatar does not support anything else than the T_Pose. So, how to handle this situation? We will see this shortly, but first …

The SL T-Pose

What is a Pose after all?

In simple terms: We can Split any bone arrangement of the Skeleton into its restpose plus a transformation (translation, rotation, scale) for each bone. The set of transformations (one per bone) is also named Pose. For example The image aside defines an A pose by rotating the shoulder bones by 45 degree against the T Pose.

But remember what i wrote above: In restpose the bones do not influence the meshes. However, in our example we have a pose that is different from the restpose. So it influences the meshes. In fact you see the avatar arms bend into A pose as expected…

An rig in A Pose

 

What is the problem?

Lets pretend for a moment that we have a character mesh that was made for A Pose but is not yet bound to a rig. We now want to bind this mesh to our Rig.  So apparently the mesh matches perfectly to the rig when the rig is in A pose. So binding should be easy and straight forward. But …

Binding a mesh to A Pose gives headache

As soon as we bind the mesh to the Rig, the Binding tool assumes that we bind to the Restpose, and then after binding is done, something like this happens:

 

The reason for this is more or less obvious: That is: Before binding:

  • The mesh is in A pose
  • The current Rig Pose is also the A pose
  • But the Rig Restpose is the T pose.

The bind process ignores the current pose of the rig, instead it rigs the mesh to the T-Pose but with its arms down.

Now remind: The restpose is where the influence to the mesh is zero. Because of this in Restpose the mesh has its arms down, while the Rig has its arm bones pointing straight, so there is a rotation of 45 degree between the arms and the rig in restpose.

Finally when the rig is placed back into the A Pose, then the Mesh follows, and thus it bends the already bent arms by another 45 degree which results in the arms getting an additional rotation of 45 degree and hence they now point downward in our case (2* 45 degree = 90 Degree)

So what we have to do in this case is: We have to tell the binding process that it should use the bind pose as its reference and not the restpose. And that is the major problem in Blender: Blender does not support Bind poses. Or more accurate:

In Blender the Restpose and the Bindpose are always identical

Note: Other tools like Maya for example do not have this limitation. So Maya users can happily instruct the Bind process to use an arbitrary pose as the Bind pose regardless of what restpose the rig has.

How did we solve this?

We use a very very nasty trick here. Since Blender always needs to have the bindpose identical to the restpose,

  • We either need to bend the mesh into A pose before binding (that is what we did before)
  • Or we have to modify (edit) the Rig into A pose (that is what we do now). And you do this in the Posing Panel (see image)

Working with Bind Poses (new)

Short instructions to convert a rig:

  • Select the Rig in Pose mode
  • Adjust the rig into your favorite Pose.
    In our case this is the A-Pose
    Please use only the green Control bones unless you know exactly the implications of editing the other bones of the Rig!
  • Open the Posing Panel in the Tool Shelf
  • Take care that the icon for generating joint offsets for bone tails is enabled (see image)
  • Click the Convert to Bind Pose Button

When you now open the Rig in Edit mode, then you see the Restpose has changed.

The cool thing is that from here on Avastar manages all the rest for you…

Note: You can enter pose mode at any time, modify the pose to your likes. As soon as you click on the Convert to Bind Pose Button, all settings are updated accordingly.

Technically the Convert to Bind Pose button uses the current pose as the new Blender Restpose. But Avastar knows how to convert this modified rig back into an SL compatible T Pose rig.

You just use this rig as before, attach your meshes as before, do your weight painting as before, etc. Only now you no longer work with a T posed rig, but with a rig that uses your optimal pose (the A Pose in our example) as its Restpose.

Bind Pose vs. Joint offsets

In the previous chapter we have shown a method for a super easy way to convert an arbitrary pose into a new restpose for the Avastar Rig. Now we have 2 ways to get our rig transferred to Second Life.

  • Transfer with Bind Pose
  • Transfer with Joint Offsets

Lets see what we get from each method and when we will use it best:

Transfer with Joint Offsets

In this case you transfer all bone edits to Second Life. So the Rig in SL changes its Restpose just like the Rig in Blender changed its Restpose.

Actually this is the default that you have been using all the time since day one of Avastar Meshes. In fact exporting your rig and mesh with joint offsets is as simple as before.

To Memorize:

Ensure that

  • During export from Avastar disable the option Use Bind Pose (in the Collada export panel)
  • During Import to SL Enable the option  With Joint Positions

Pro:

  • You can edit your Mesh into whatever you like, Horses, Fish, Octopus, Aliens, whatever.
  • Super easy to use. In fact there is no big difference to previous versions of Avastar.

Con:

  • The Appearance Sliders which control the edited bones can no longer transform the bone locations. For example when you edit the eye bones in your Rig, then you no longer can edit the eye distance or eye depth with the appearance sliders in SL. However Scaling will still work as before.
  • You must create your own poses, gestures and animations for your meshes.

Best usage:

This works best when your Rig edits modify the Rig into something other than a human rig (Quadruped, Fish, Elefant, alien, etc…)

Transfer with Bind Pose

In this case your meshes will use the Original SL T pose, but we also transfer the Bind pose information along with the Rig. This allows us to treat for example an A-posed mesh exactly like a T posed mesh. this is true for Blender and in SL.

Pro:

  • All appearance sliders remain intact and provide exactly the same functionality as with the System Character (although the appearance is modified in a different way compared to the System character (Mesh uses Skeletal Animation, System character uses Morph Targets)
  • Bone translations still work with the Appearance Sliders.
  • You do not need to create your own special animations as your rig is compatible with the SL default Rig. So all animation that have been made for the system character should also work for your mesh when you use Bind pose

Con:

  • You need to set an option (Use Bind Pose) in Avastar in order to get the data correctly exported.
  • When the Bind pose differs a lot from the original rig (like you added rotations, translations and Scale to your bind pose) then the results begin to become distorted. You need to do some experiments with your particular rig to see if it works with Bind pose or not.

Best usage:

This works best on Rigs which are very similar to the original SL Rig, and which have been constructed by using only bone rotations from the Original Rig. Our example above (the A pose rig) is a perfect situation where the Bind pose is clearly the best options to use.

The Update/Transfer Tool (change)

The Update/Transfer Tool has 2 purposes:

  • Update an older Avastar Rig to work with the most recent Avastar versions.
  • Transfer a non Avastar Rig into an Avastar Rig.

The mode of operation is automatically determined.

Note: We have fully rewritten the update Tool based on your feedback. We believe that it now works much more robust and covers more scenarios as before. However we have not been able to make this tool work seamless for every possible case.

Below you find the brief description of the Panel parameters and when to use them.

The Update Tool

The Update is a notoriously complicated task for a computer. We know that we can not support all possible cases. But you can do a bit to ensure your models can be updated with the original preserved as much as possible. Here is a list of recommended activities before you update your rig:

  1. Ensure the Avastar IK is disabled on Legs and Hands
  2. Take care that the current active Action is Empty (no keyframes in it)
  3. Ensure your Rig and your meshes have no Rotation and Scale in Object mode: Object – Apply – Rotation & Scale
  4. Put the Rig into Restpose : ALT-R, ALT-S, ALT-G

Important: Please review the Update tool options carefully and make sure you understand what each option does. The preset values are not always what you want! If in doubt, make a few tests to see which option settings match best in your case!

Note: In principle Avastar can handle poses during update. But when you place your rig into restpose before updating, then you can see much better if the update changed anything on your rig or your meshes.

The Tools Pannel Sections

This tool applies for Avastar Rigs that have been made with an older version of Avastar. Avastar tries to figure out the optimal option setting for this case. But you probably need to check on your own if the settings are correct.

Note: The look of the Update Tool Panel can vary depending on what kind of Rig you have. The image aside shows options for one of the most complex human development kits that we inspected during the development of Avastar-2. In most cases the panel is much less cluttered!

After you have set the options, you click on the Update Rig Button to start the migration.

The update options are briefly described below.

The Update panel. Please note the Snowflake Icon. Ensure you know its purpose before you use it. Read more in the options section.

Section 1: Target Rig Option (Basic or Extended)

  • Basic: Update to a Legacy Rig and use only the old Second Life Bones
  • Extended: Update to a Bento Rig and add all new Bones added in the Bento Project

Note: You can update an old legacy Rig to a Bento Rig, or you can downgrade a Bento Rig to an old Legacy Rig. Please also take attention to the option Rebuild missing Bones (see below)

Section 2: Alignment Options

The following options appear when Avastar-2 detects an inconsistency:

  • COG Align to: The head of the COG Bone must be aligned either to the mPelvis Deform Bone or to the Pelvis Control bone. We need this to provide a consistent behavior with the Appearance sliders.
  • Rig Align to: In Avastar-2 the Rig’s Deform Rig (blue bones) and its Control rig (green bones) must match. We need this to provide a consistent behavior with the Appearance sliders. You can decide if the update tool matches the control bones to the deform bones or vice versa.
  • Origin Align to: The Origin Bone and the Rig’s Pivot point (Object Origin) must match. You can decide if you want to move the Origin bone to the Pivot point or if you want to moive the pivot point to the origin. (This option is not shown in the image above)

Section 3: Update options

Enforce SL Roll

Avastar takes care that the Bone Rolls are the same as for the Standard Second Life Rig.

Note: This option is somewhat experimental. I am not sure if we really need it here. You may play with it and see if you can find situations where you see a difference.

Attach Sliders

Ensure the sliders are attached during the Upgrade.

Important Note: Avastar-2 does not use Shape keys to store the slider information. So you will no longer find Shape keys when you enable the Sliders.

Apply Rot&Scale

Rebuild missing Bones

You need to enable this option when you want to “auto fix” your rig and ensure that all Avastar Bones are present in the updated rig.

Note: If you upgrade from a legacy Rig to a Bento Rig, then you must enable this option. Otherwise the Bento Bones are not generated.

Rebuild Avastar Meshes

You might have removed the Avastar meshes from your Rig, but now you might want them back. In that case just enable this option. Then Avastar will add the System meshes back to the Rig.

Section 4: Modified Joints

Keep Joint Edits

You need to enable this option when your mesh contains edited Bones (has joint offsets). This will setup the data that is necessary to later drive the Shape sliders properly for your modified rig.

  • Generate IK Offsets (likely to be removed): This adds offset information to the IK Bones. This can be used to make the IK bones adjust better to the rig when appearance sliders are used. However this is an ongoing development and might be unreliable. Use only for experimenting
  • Generate tail offsets: Joint offsets are only defined for the Bone heads. This option adds offsets also for the tails. However this is just a display thing. So you can enable it or disable it. In either case it should have no influence on your exported meshes.

Show Offsets (in experimental settings)

When you enable this option then Avastar draws grease pencil lines to indicate the locations of the Bones in the T Posed Rig compared to the bone locations in your edited rig.

Note: This is only for debugging purposes and normally is not needed for your daily work. The feature only exists when you use Blender 2.78 or newer.

The Snowflake Icon (in the update Rig button)

Sometimes you will find that your meshes get distorted or displaced by the Rig Update.  In this case you may want to enable the Snowflake icon: This will

  • Apply the Armature to your meshes (unbind)
  • Update the Rig
  • Bind the meshes back to the updated rig.

This should avoid any bone roll issues. But beware: Enabling this option will use the current pose as new Restpose! So please be sure that you set your rig into Restpose before you do the update!

Section 5: Rig Information

Just from visual inspection iot is often not clear what exactly will be updated. So we added a bit of information about the Rig and its dependent meshes. You find this information at the bottom of the panel.

The Transfer Tool

The Transfer Tool is very similar to the Update tool. But this one converts non Avastar Rigs into Avastar Rigs. Basically it works the same way as the update tool, but instead of updating an older Avastar Rig to the newest Rig Version, it now creates a new Avastar Rig based on the original (source rig).

This tool applies for Second Life compatible Rigs which have been made with another tool (not with Avastar).
Avastar tries to figure out the optimal option setting for this case. But you probably need to check on your own if the settings are correct.

After you have set the options, you click on the Convert to Avastar Rig Button to start the migration.

Finding the correct parameters can be somewhat tedious because there is a lot of freedom in how Rigs can be created. We tried to find a good parameter set that allows to migrate as many rig types as possible.

We even added a Preset section (see at the top of the panel). You may want to add more presets for your own favorite developer kits.

The currently available update options are briefly described below.

Transfer Presets

We have collected some ready made Panel presets so that you can setup this panel with 2 clicks and do not need to worry about the correct option choices.

Here is how you can help us a bit: If you use one of the known Development kits and you found the panel options that match best to the devkit, then we ‘d appreciate when you send us your settings. then we can add them as new Preset to the list.

Note: The presets are just option settings inside of Avastar. The presets do not include any detailed information about the devkit except those general options (see below).

Pose Position & Rest Position

In most cases you may want to transfer your rig in the Current Restpose. So you normally choose Rest Position here. However there are cases where you want to use the current pose position as you reference (bind pose).

We can not tell when to use the one or the other. If you are in doubt, use Rest Position.

Source Rig Type (SL, Manuellab, Generic, Avastar)

Right now we support 4 RigTypes:

  • SL: This is a plain Second Life compatible Rig (looking sidewards, having only SL Bones and/or Bento Bones)
  • Manuellab: This is a Rig that was generated by Manuellab. We have tested this with Manuellab 1.4 but older Manuellab releases down to Manuellab 1.1 should work as well.
  • Generic: Reserved for future usage
  • Avastar: For Avastar Rig Updates. You should never need to use this option because Avastar usually can figure out by its own when to update an Avastar rig, and when to migrate an SL compatible Rig. However for very old Avastar Rigs Avastar might not recognize the rig type. So you might need to make use of this option in very rare cases.

Note: Please make sure you choose the correct Source Rig Type here. Otherwise the Migration may fail utterly.

Target Rig Option (Basic or Extended)

  • Basic: Migrate to a Legacy Rig and use only the old Second Life Bones
  • Extended: Migrate to a Bento Rig and add all new Bones from the Bento Project

Dummies

You can specify if you want to keep, hide, or remove the Avastar dummies from the Avastar Rig.

Note: In most cases you will want to delete or hide the Avastar meshes.

With Joints (PIVOT/POS)

You need to enable this option when your mesh contains edited Bones (has joint offsets). This will setup the data that is necessary to later drive the Shape sliders properly for your modified rig.

When you migrate a foreign devkit to Avastar then you need to know if the Creator has used the System Character Rig (the POS Rig) or the Mesh character Rig (the PIVOT Rig). Those two rigs are very similar but if you take the wrong choice here, your final mesh attachments (clothes) do not precisely match to the mesh character in Second Life.

If the Crator of the devkit can not provide this information (using PIVOT or POS)  then they probably used the POS Rig. You might need to experiment a bit in order to find the correct value.

Use Bind Pose

When the imported Rig is mostly human and does not differ much from the SL Default rig (only by bone rotations, like for example the Belleza devkit) then your best bet is to enable the use bind pose option. Because then all Appearance Sliders behave very similar (but not identical!) to the default system character.

Note: You can enable/disable this option at any time later (in the Pose Panel)

Enforce SL Bone Ends

When you have imported a devkit from a Collada file, then the bone ends of the imported bones are not defined. In this case Blender creates some fictive bone ends based on some reasonable assumptions. While the bone orientation of the end bones does not matter a lot, you may want to match those end bones to the corresponding SL Bones.

This option ensures the lengths of the end bones (especially the Fitted mesh bones) are adjusted according to the SL settings.

Note: This option may be cosmetic. Actually it should not matter if you enable this option. If you are in doubt, keep this option enabled.

Enforce SL Bone Roll

Take care the the Bone Rolls are the same as for the Standard Second Life Rig.

Note: This option is somewhat experimental. I am not sure if we really need it here. You may play with it and see if you can find situations where you see a difference.

Show Offsets (in Experimental mode)

When you enable this option then Avastar draws grease pencil lines to indicate the locations of the Bones in the T Posed Rig compared to the bone locations in your edited rig.

Note: This is only for debugging purposes and normally is not needed for your daily work. The feature only exists when you use Blender 2.78 or newer.

Attach Sliders

Ensure the sliders are attached after the update is done.

Important Note: Avastar-2 does not use Shape keys to store the slider information. So you will no longer find Shape keys when you enable the Sliders.

Apply Rot & Scale

Apply Rotation and Scale to your Meshes before migrating the Rig to Avastar.

Male

Bind your meshes to the Avastar Male rig (instead of the female rig)

The Snowflake Icon

Sometimes you will find that your meshes get distorted by the Rig Update.  In this case the most secure way to upgrade is by temporary removing the objects from the rig (unbind) then update the Rig, and in the final step bind the meshes to the updated rig. This should avoid any bone roll issues.

Note: Enabling the Snowflake Icon lets Avastar do the just described “secure update” for you. But beware: Normally this option shall not be needed and be kept disabled!

Working with Developer Kits (new)

Mesh Developer Kits have become a major part of a Second Life Creator’s challenges. The most challenging part of this is that the devkits often are not made for Blender and certainly they never have been made especially for Avastar. However we want to support the usage of Devkits as good as possible. This is where the Migration Tool comes into play (see previous chapters above)

At the end it all boils down to a migration task that takes a devkit and transforms it into an Avastar Rig that uses the devkit meshes. And this task can be done in two ways:

Creator made Devkit templates

A Devkit Creator may decide to create a Devkit Template made for Avastar. This is a blend file that may contain the devkit meshes ready atached to the Avastar Rig. This blend file can be used as blueprint for the users.  In this case the entire work of conversion and testing is done once by the devkit maker and then provided to the Devkit users.

The distribution of the devkit template is done by the devkit creator.

User made Devkit templates

We understand that not every Devkit creator can provide templates for Blender and or for Avastar. Because of this we have made the creation of template files very easy for the users. All you need to create a devkit template is:

  • Avastar-2.0-beta29 or newer
  • A legal copy of the Devkit Rig & associated Devkit Meshes
  • A bit of basic understanding about rigging for Second Life

The basic workflow is (provided you have Avastar already installed):

  1. Select the devkit rig with its meshes attached
  2. Open the Avastar Migration Tool (see image)
  3. Figure out the various option settings
  4. You can store your settings as Migration Preset.
  5. Convert and save the result as simple blend file

This blend file can then be used as your template file.

Tip for Creators:

  • You can distribute this blend file to your customers. The blend file content is made by you and you can distribute it as you like.
  • Or you can send us your Migration Preset. We will add it then to the factory presets at the top of the Transfer tool (see image top “My Devkitname”)

 

Devkits that are provided as .dae files

We are still working on devkit support. The list on the right side indicates where we are at the moment.

Note: TMP can only be supported by us after we have added a new feature into the Blender Collada Importer, see for details:

Blender Task T50412

  • Belleza
  • TMP (Blender addition currently tested)
  • Manuel Bastioni
  • Make Human (not tested)

If the devkit is distributed in Collada files, then you first need to import the Collada data into Blender. You have to take special care here:

When you open the Collada Importer by using

File -> Import -> Collada

Then you find an Operator Redo Panel at the bottom left of the File selection Window. There you find 3 options. Please ensure that all 3 options are check marked before you do the update.

If you do not do this, then the Bones at the end of the bone chains will be placed all pointing to the left side.

Once you have imported your devkit from Collada:

  • Select the Rig of your devkit in Object mode
  • Proceed to the Avastar Migration Tool
  • adjust the Migration settings
  • Convert to Avastar Rig

Now your Devkit should work as An Avastar Rig just as expected.

 Most important:

  • Ask the Creator which Skeleton definition they used:
    • PIVOT Skeleton
    • POS Skeleton
  • When in Doubt assume they used the PIVOT Skeleton
  • You can store your settings as Migration Preset. You can send this Migration preset to us, so we add it to our distribution.

An Example: The Belleza Devkit

There is nothing special about the Belleza Devkit. It just happens to be an ideal candidate for showing how to do a Migration in practice

Step 1: Import the Devkit

  • Open the Collada Importer by using
File -> Import -> Collada
  • Locate the Operator Redo Panel at the bottom left of the File selection Window. There you find 3 options. Please ensure that all 3 options are enabled (check marked)
  • Import the Model

Note: For Blender 2.77 or older:

The Auto Connect option is not shown in the user interface, but it is always enabled. So nothing to worry about here.

 

Step 2: Set the Migration options

  • Open the Tool Shelf and locate the Avastar Tools Panel
  • We have a ready made Preset for Belleza (see top of panel)
    Select this preset
  • Or alternatively set the options manually as follows:
    • Source Rig: SL
    • Target Rig: Basic
    • Dummies: Hide
    • With Joints: Enabled
    • Use POS as Skeleton definition
    • Use Bind Pose: Enabled
    • Enforce SL Bone Ends: Enabled
    • Enforce SL Bone Roll: Enabled
    • Show Offsets: Disabled
    • Attach Sliders: Enabled
    • Apply Rot&Scale: Enabled
    • Male: Disabled
    • Snow Flake Icon: Disabled

Now you are ready to click the Button Convert to Avastar Rig.

Belleza Mesh right after Import (Collada)

Belleza Mesh after conversion to Avastar. The 90 degree rotation is on purpose.

Note:
If you are working with another Devkit then you can store your setup into your own Devkit Preset for later reuse. Actually we have done exactly that to define the Belleza Preset.
Dear Developer kit owners:

If you like so, you also can publish your settings or send them to us so that we can add your settings as an additional Preset.

Step 3: Prepare the Export

The Belleza Rig is an ideal Candidate for been used with Bind Pose. Just to remind you: You can enable or disable the Bind Pose option at any time.

  • Open the Settings Panel
  • Ensure you have set Advanced Settings
  • Open the Pose Panel
  • Enable the option Use Bind Pose

Step 4: Check the Sliders (optional, out of curiosity)

  • Open the Appearance Panel
  • Select the Torso Section
  • Check how the arm length changes with the slider values

Now make an experiment:

  • Disable the Use Bind Pose option
    Right above the Appearance sliders
  • Now check how the Sliders work totally different on the Arms

Gotcha? Perfect!

Arms in Bind Pose mode

In Bind Pose mode the arm length changes as one would expect:

Appearance Slider – 0

Appearance Slider – 100

Arms in Joint Offset mode

In Joint Offset mode the arms are shifted sideways instead of lengthened along the limb:

Appearance Slider – 0

Appearance Slider – 100

Important: If you do not understand why the Appearance Sliders work different when you have enabled use Bind pose, then please take a moment and find out about the Slider behavior. It has been largely discussed in the SL Forums and in the SL Wiki…

Step 5: Check the export

Now do a regular Avastar Mesh export and see how your mesh behaves (you can use Aditi for testing). We tested it as follows:

  • Upload the Belleza Devkit file to SL
  • Upload the Avastar export to SL
  • Wear both meshes and
  • inspec them in Wireframe mode

Avastar and Belleza show an almost perfect match when inspected in wireframe mode

Batch Import for BVH Animations

We have added a File importer for BVH animations which have been made for Second Life:

 File -> Import -> SL Animation (bvh)

This call creates a new Avastar character and loads the BVH animation as default action (into the timeline)

Note: You can select multiple BVH files at once and import them all in one go. You find all animations as separate actions only the last imported action is placed into the timeline (as default action)

Note: If your animations are not ready made for Second Life, then you still need to use the Retarget Tool like in previous releases.

Shape copy/paste operators (appearance panel)

The appearance sliders now have a “quick shape copy/paste” function. This can be useful when you do some work with different slider configurations and quickly want to store your current shape for later reuse.

Note: the cut/past also works between different Armatures.

Some more info in Update Panel

After talking to the Avastar chat group we added a bit of extra information below the upgrade Rig button, see image.

(un)-Locking Pose Bones

SL Bone Rot

By default the Deform Bones are all controled by the Control bones. This option disables the lock for usage during weighting.

Control Bone Loc

By default Control bones can not be moved separately. This option disconnects the Control bones for translation animation.

Volume Bone Loc

By default Volume Bones are locked to the Deform Bones. This options unlocks them for animation.

Animated Origin stops export

Animating the Origin bone in Blender is perfectly OK. But the Origin animation is not exported to Secondlife.

However we found that many users simply missed this fact and happily export their animations and wondering why the animations play different in Secondlife compared to Blender.

Now we have added a strict rule, which enforces you to either mute the Origin channel (in the dope sheet) or delete the Origin channel from the action (also in the dope sheet). You will see that as soon as you mute or delete the Origin channel, the red alert goes away and you can export again.

Workflows

Editing bones:

If you are editing the rig while you have posed the rig in pose mode, then the locations of the edit bones do not match with the locations of the pose bones. This is so because the bone editor always works in restpose.

There is nothing wrong at all with that. However if you want to have the pose bones at the same locations as the edit bones at all times, then you must reset the pose to restpose before you edit the bones

 The workflow:

  • go to pose mode
  • reset all bone poses (ALT-R ALT-G ALT-S)
  • go to edit mode
  • edit your bones
  • snap as required
  • go to pose mode

Important: Avastar now enforces an alignment of the control bones and the mBones. Because of that the function “Store edited Joints” now has an additional icon (double headed arrow) that allows you to predefine if you want to snap the (green) Animation bones to the (blue) Deform Bones, or the other way.

Tip: If your Rig snaps back to its previous state when you store your edited joints, then it is very likely that you have set the snap direction wrong. In that case:

  • Step back in history by using CTRL-Z
  • Change the snap direction (the double headed arrow in the operator button)
  • Try again. It should now work

Tip: Editing the Animation bones and the Deform Bones at the same time is not supported. And we will not support this in the future, because we simply can not find any way how this might work nicely.

Missing Features

Following features are still planned to be added to the upcoming Release, but have not been finished by now.

  • Bulk animation Export

Known Issues with Avastar 2 RC2/2.0-40

These are the open issues since begin of testing. The fixes will become available as soon as possible.

TMP Conversion not working as expected(Open)

TMP has edited the scales of the Collision Volume bones. Unfoirtunately this information gets lost when we import a rig from FBX and Collada. This is caused by a missing feature in Blender. TMP can not be fully supported until this issue is fixed in Blender.

See also here:

https://developer.blender.org/T50412

Update tool can't handle Linked Objects(Open)

When a rig contains meshes or armatures from a linked library, then the update tool fails.

Open

Avastar-2 Changelogs

Fixed in Avastar-2.1.2

new: Hand-thumb animation controllers
imp: Move Rig Conversion tool into its own panel
fixed: outdated links to documentation
fix: Hand rig has wrong roll
new: Shapekey presets (work in progres)
imp: Synchronise shapekeys to sliders tooltip improved wording
fix: weld normals uses the wrong function call to the welding function (sparkles)
new: Added possibility to change the joint type during rig cleanup/update
new: Added structure bones for Hands
fix: keep structure select mode untouched when switching between pose preset and weight preset
new: snap selected verts to other mesh vertices
new: find and fix asymmetries on mesh
imp: avoid issues when trying to fix bone hierarchy on a non avastar rig
imp: avoid issues when a avastar control bone is not present
fix: Auto Slider Adjust causes tracedump when calling bind mesh repair
fix: Auto slider adjust when rig was edited
fix:check bone hierarchy needs to allow green bones parenting changes
console: Show exported joint positions with higher precision
imp: Removed wrong bone roll from Foot/Hind Bones
imp: Modified HIP Bone Roll to 0. Added Compatibility button for backward compatibility with older projects
imp: Add avatar name to send_report when user has set the owner field in the Blog
new: Added addon option to allow relaxed name conventions (whitespace in names)
imp: Reparent now repairs all cutom meshes when active object is an Avastar armature and no custom mesh is selected
new: Allow to fix reference meshes when updating an Avastar figure from a previous rig version (experimental)
new: Added Quickfix for Armature/root bone mismatch
fix: exporter shows tracedump when called in Basic Settings mode
fix: preserve gender flag during rig conversion/update
imp: display current rig version in update tool
fix: Rig convert tool: Only show transfer presets when active object is an armature
imp: Rig update: Fix Root bone/Origin mismatch now moves the origin to the root bone by default
fix: 44239 changed report URL from blog.machinimatrix.org to support.machinimatrix.org
fix: 44239 typo in slider subset listings caused error when trying to reset Fitting sliders to default
Fix: Rig Updates for male rigs have wrong scaling after updating the rig.
fix 44126: Sliders behave odd (reverts a change from a few months ago, needs further check)
imp: Replaced old System Mesh Edit Warning popup box by generic info panel
fix: Pointers to online manual for vertex tools
gui: Added Rebind icon to unbind button (Skinning Panel)
imp: Added rebind operator ButtonReparentArmature

fix: system meshes where no longer treated by the appearence sliders as expected
imp: use maximum available precision for exported float data (fix issues with sky platforms and SL precision animation) fix: Stacktrace when reporting issues during export of models with references to unavailable images

Fixed in Avastar-2.1.1

  • Fix: typo in Fitting slider subset. Caused error when reset sliders to default.
  • Fix: Rig Updates for male rigs have wrong scaling after updating the rig.
  • Fix: Sliders behave odd (reverts a change from a few months ago, needs further check)
  • Imp: Replaced old System Mesh Edit Warning popup box by generic info panel
  • Fix:Pointers to online manual for vertex tools
  • Imp: Added Rebind icon to unbind button (Skinning Panel)
  • Fix: system meshes where no longer treated by the appearence sliders as expected
  • Imp: use maximum available precision for exported float data
    to fix issues with characters on sky platforms (SL precision problem with character animation)

Fixed in Avastar 2.1.0 (Avastar-2-1)

  • fix: tool help pages
  • imp:change default settings for the retarget options to better match ‘old’ user expectations
  • imp:move transfer pose into the pose setting panel
  • imp:animation retarget now checks for changes in Avastar/rig setup on every fire
  • imp:Add fix rotation and fix scale buttons to the warning panel when bind is rejected

Fixed in Avastar 2.0-54 (Avastar-2-RC16)

  • fix: Allow importing an animation to an Avastar even when no Avastar is available on the Scene
  • fix: an Exception that results from not initialised data when importing without having an Avastar in the scene
  • fix: The ‘with translation’ checkmark was not taken into account during retarget
  • fix: Typo in a variable name slipped in unintentionally (Broke binding)
  • imp: Always remove an already existing action when retarget an animation
    to avoid polution with left over keyframes from an older retarget session on the same action.

Fixed in Avastar 2.0-53 (Avastar-2-RC15)

  • fix: animation retarget now also works when imported animation uses an arbitrary pose in the reference frame
  • fix: anim exporter assumed to see a keyframe on each exported frame for each exported bone
  • imp:Remove unneeded extra box from animation pose pannel

Fixed in Avastar 2.0-52 (Avastar-2-RC14)

Most importent fixes:

  • The animation BVH Importer / retarget tool now works also for translation
  • The Animation BVH Exporter now exports Translation information correctly

More fixes:

  • BVH exporter now iterates over the frameset and uses the pose data directly from Blender
    Note: possibly breaks “make seamless” and “simplify animation”, please test if possible.
  • Imp: Keep bone selection and pose limit status intact when retargeting
  • Imp: Split TransferMotion and TransferPose into 2 panels
  • Fix: Hand simple IK setting (Simple IK and Constrained IK for hands now differ)
  • Fix: Armature retarget tool for translation animation support
  • Fix: A label typo in the retarget system
  • Imp: Tweaked on frame update to be a bit faster
  • Imp: Readbility of rig version info
  • Fix: Lock states for pose bones was not calculated right for bones without IK constraints
  • Imp: Lock/unlock pose bone translation should not reset the rig to restpose by default
  • Fix: Remove unused button for applying rotation during copy/update rig
  • Fix: Alter to Restpose now marked as deprecated and moved to ‘Experimental’ settings

Fixed in Avastar 2.0-51 (Avastar-2-RC13)

  • Improve: Rig update now only when Avastar version info AND rig version differ
  • Improve: Avastar documentation now uses the avastar.online site
  • Fix: Make sparkles shape key support compatible to Avastar-2
  • Fix shape key support on custom meshes (need to be checked)
  • Fix: Autosnap bones gives wrong results when bones are connected
  • Fix:Fitted Mesh weights have been calculated wrong during bind and update shape,
    giving odd issues when sliders not at neutral shape
  • Fix: When adjusting Avatar Center, Pelvis takes precedence over mPelvis.
    Only when Pelvis is not defined use mPelvis. If mPelvis does not exist, then report an error
  • Imp: fitting presets now applies to all selected mesh objects when in object mode
  • Imp: appearance slider pannel – now show affected bones.
    Also display if a slider is active (at least one of the related bones has weights)
  • Remove: Special settings for Shape Key support. We no longer need that information
  • Remove: Appearance slider type. We now have either appearance enabled or disabled
  • New: Add property to purge all avastar data when unbinding a mesh (not used yet)
  • Improve: tool tips for appearance sliders
  • Improve: corrective shape keys can now be created for every bone (experimental)
  • Improve: snowflake is now disabled by default for updating Avastar rigs
  • Fix: bone hierarchy checker now also works when spine is unfolded
  • Fix: binding models with fitting slider values now preserves the previous fitting slider settings

Fixed in Avastar 2.0-50

Avastar 2.0-50 was unintentionally tagged (but it actually had no changes)

Fixed in Avastar 2.0-49 (Avastar-2-RC12)

  • fix: Welding Normals was broken
  • imp: Unbind more stable also when blender fresh started (and some vars not yet exist)
  • fix: Manuellab eyes bone location more acurate
  • imp: Added weighted bones Filter (MAP) also to armature

Fixed in Avastar 2.0-49 (Avastar-2-RC11)

  • fix: Remove spine control buttons from the rig config panel (now in rig display)
  • imp: Add check for Correct Bone Hierarchy to Collada exporter
  • imp: Replace exception throwing by a better check on existing bones and reporting failures on the console
  • fix: Treat avastar mesh container correctly during armature update
  • fix: Treat all meshes included in the Avastar mesh container as avastar meshes
  • imp: Allow disable sliders from meshes which are not bound to an Armature
  • fix: Disable export with joints when appearance sliders are disabled (export joint locations as is)
  • new: Added spine controll buttons to Rig Display (copied from Rig Config)
  • fix: Update rig with shapekey drivers breaks the driver’s association to the armature
  • imp: Potential exception when trying to create mirror weight groups when context object is not a MESH
  • imp: Update rig no longer freezes meshes by default

Fixed in Avastar 2.0-48 (Avastar-2-RC10)

  • Fix: Added back missing conversion template for TMP
  • Fix: Shape updates should reset preserved shape file when sliders are removed from armature.
  • Fix: Shape file should keep untouched when sliders are removed from Mesh object
  • Fix: update rig of male characters applies male shape twice
  • New: Added tool for synchronizing shapekeys with appearance sliders
  • Fix: Welding when more than 1 welding candidate close to vertex
  • Fix: apply Rotation&Scale during export does not do anything

Fixed in Avastar 2.0-47 (Avastar-2-RC9)

  • fix: Some constraint data (space info) where not preserved during update when bonelock was disabled
  • fix: Shape key support
  • fix: enable https support from blender to Machinimatrix (update check/videos/login)
  • fix: Binding meshes that had left shape data from previous work (bone_morph, neutral_shape, original) breaks vertex locations

Fixed in Avastar 2.0-46 (Avastar-2-RC8)

  • fix:Binding meshes correct even when old shape data (bone_morph, neutral_shape) present
  • Attempt to fix import of bvh animations with translation (does not work yet, wip)
  • mark frozen avastar meshes as such so that we later can reactivate them (unfreeze, does not exist yet, wip)
  • imp: Improved report when all verts are weighted (was misleading)
  • Added addon support for apptemplates in avastar+sparkles
  • fix: freezeing when armature is invisible does not work
  • fix: legacy avastar contains a subset of the extended bones
  • fix:Allow binding when armature is in pose mode
  • prepare usage of apptemplates instead of simple template files
  • imp:Make default skill level expert
  • imp: make animation importer more robust (actually the issue here was caused by an unrelated change in blender (apptemplates)
  • fix: Manuellab 1.4 fixes to get character parts separated
  • fix: Manuellab 1.4 face bones (eyes) matcher changes
  • imp: Options Alignment: options during rig update now all in one box
  • fix:enable reasonable visibility of bone display layers after copyrig finishes
  • fix:export of static mesh now always uses only the rotation matrix
  • removed: obsolete rig shape display control panel
  • fix:Disable timeline synchronize when importing animation
  • imp: Create logmessage when unregister fails

Fixed in Avastar 2.0-45 (Avastar-2-RC7)

  • fix: Workflow presets now store joint edits when necessary
  • fix: (critical) Detect modified rig also when no active bone is defined
    for example when bones are selected by using border select
  • imp: Renamed some operator labels on the User interface:
    • Panel rename: Skinning -> Skinning Panel
    • Panel rename: Panel Presets -> Workflow Presets
    • Renamed the workflow presets
  • new: Allow to customize the startup user interface settings (basic, advanced, expert)
  • new: Allow to customize the startup mode for new rigs (edit, pose, object)

Fixed in Avastar 2.0-44 (Avastar-2-RC6)

  • fix: wrong parenting of spine bones when folding/unfolding
  • fix: switch from ‘Bone edit’ to ‘Pose & Animation’ created unexpected poses (very confusing)
  • new: Use custom icons for rigging panels (mostly to colorize animation bones/deform bones)
  • new: Added support for rest_mat and bind_mat used
    to import foreign collada based devkits
    Note: works only with upcoming blender 2.79 and newer
  • fix: labels and hints
  • fix: Eye targets enable/disable buttons missing, Alt Eye Target missing
  • imp: Better tool tip for Quadded Avastar preset (in addon preferences)
  • fix: In Add-on preferences – The documentation buttons now point to the correct locations

Fixed in Avastar 2.0-43 (Avastar-2-RC5)

  • Imp: Silence some warning popups when no meshes to bind or no weights to copy.
  • Fix: parenting now also works when origin is not at center
  • Fix: Freeze tool now works also when rig is in pose mode
  • Fix: origin movement of custom meshes duriong slider update
  • Fix: rename Control Bones to Animation Bones.
  • Fix: Unparent Armature now always done in Object mode
  • Imp: Order of Buttons for deform bone flag settings changed
  • Imp: Now Basic and Extended Bones are grouped together
  • Imp: Remove ‘hide deform bones button’. This is now automatic
  • Fix: Defrom group display now shows immediately which
    deform bones where enabled/disabled in the rig Config
  • Imp: Use custom icons for rig display panel
  • Fix: Addon Name is now Avastar Bento
  • Fix: Bone display does not update correct after reloading file
  • Imp: Added warning for when local camera/local layers are enabled.
  • Imp: Presets now also work correct when mesh objects selected
  • Imp: Store joint edits now allows to specify the snap direction
  • Fix: Hand postures where not exported
  • Fix: Memory leak when smoothing by weight (fitted mesh issue)
  • Imp: Show last selected UI preset (marked with a small yellow dot)
  • Imp: Loading shape into active object when active object is an Avastar rig
  • Fix: Removed wrong placed error icon from Appearance panels in object data properties
  • Fix: When updating an Avastar rig the source rigtype should not be editable
  • Imp: New tooltip for source rig type
  • Fix: When uploading an XML Shape the rigtype setting was only shown when Sparkles was installed

Fixed in Avastar 2.0-42 (Avastar-2-RC4)

  • Fix: When transfering a non Avastar rig with source rig type avastar, you end up in a mess.
    This patch creates a warning message instead.
  • Fix: Update Rig sometimes breask when source rig has no animation_data
  • Imp: Allow to export Rig as is (must use neutral slider shape)
    or export with joint offset calculation (slider independent export)
  • Fix: When unlocking control bones the unconnected bones (fingers) should also be relocatable
  • Imp: Add option to reset rig to restpose (default now) after unlocking control bones (operator redo panel)
  • Imp: Importing Animations with Translation components now work nicer
  • Imp: The Avastar Animation importer now defaults to EXTENDED Rig
  • Fix: Switch between animation and skinning did not preserve the Bone pose
  • Imp: New Avastar characters now use stick mode by default (not octahedral)

Fixed in Avastar 2.0-41 (Avastar-2-RC3)

  • fix: checking for zero weights when multiple objects are selected could create a stack trace
  • imp:Added update of constraint information for regular avastar constraints.
    User constraints are not yet preserved (post avastar-2)
  • fix:take care to move custom _meshes into place when sl sliders are disabled but used for armature changing (odd actually, why would one want this?)
  • fix: Change default settings for apply_pose and check for joint edits from False to True
  • fix:When sliders are disabled in Rig Update then they did not always get disabled on all meshes
  • fix:make rig spine folding less finicky when some of the spinal bones are missing
  • Spine fold must be initialized upon Creating a new Avastar character
  • fix: NLA Export shows misleading user interface
  • Retarget: Lowes Global: Fix a python error that shows up since Blender 2.78
    probably due to stricter checks for wrong/not/possibly not initialized variables
  • fix:Use correct frame information when exporting animation
  • fix:Create animation data for Armature if not yet exist

Fixed in Avastar 2.0-40 (Avastar-2-RC2)

  • Fix: Active Animation did not export

Fixed in Avastar 2.0-39 (Avastar-2-RC1)

  • Imp: now using scene properties for NLA export.
  • Imp: Disable export settings when no action defined, but NLA exists
  • Fix: Take care to only export location channels when necessary (for .bvh)

Fixed in Avastar 2.0-beta38

  • fix: Fixes with joint offsets in the template files
  • imp: Preserved disconnected bones (could be done intentional by user)
  • fix: Update used outdated data ending with unexpected scaling of meshes
  • fix: Do not export Translation channels when there is no translation in the animation (for .anim)
  • fix: Update did not keep meshes properly connected to armature
    parenting got broken and armature modified not assigned correctly
  • fix: Update with no meshes selected and apply meshes enabled no longer creates an error
  • rem: Slider offset display is no longer needed
  • fix: Keep human avatar feet on earth again when height sliders are used
  • fix: Eyes no longer float around when height slider is used
  • fix: Export of single animation did either not export anything or a random action

Fixed in Avastar 2.0-beta37

  • Fix:avoid jumping of rig during update and enable sliders
  • Fix:Added missing features to rig to rig copySliders would distort shape when Rig not placed at Center of 3D View
  • Imp: When copy from avastar to avastar, then keep the rigtype and do not touch the dummies in the targets
  • Fix: take relative object orientations into account when copy armatures
  • Imp: Added list of copy source and targetrs to armature copy panel
  • Imp:the animation exporter now allows exporting when origin is animated and user interface in Expert mode
  • Fix:bulk export: now only can select directories in file selection window
  • New:Added frame_start/end and fps to AnimProps (to support Bulk Export)
  • New: Bulk export now exports the entire action frame range individually for each Action
  • Fix: Trimming animation size was one frame too short

Fixed in Avastar 2.0-beta36

  • imp: behavior when switching between bone display presets
  • fix: slave bones (IK) no longer automatically add LOC channels
  • imp: Export animations with translations is now disabled by default
  • new: added undo to bone constraint lock/unlock operators
  • fix: 37993 Location data was exported although with translation was unchecked

Fixed in Avastar 2.0-beta35

  • add utility functions adjust_slider_displacement() (not working) and display_slider_displacement()
  • experimental (not working) adjust slider offset
  • bone lookup in edit joint display widget was broken
  • hip length was not recognized as bone slider
  • Why do we delete the shapesliders and then add them back during update? makes not much sense
  • avoid updateShape when male option is not set
  • fix: Always preserve shape sliders during update
  • added only_meta as option to update function (experimental)
  • Sliders can now only be attached/detached for armature
  • Detach shape sliders now uses operator (for redo).
  • Bones without joint position are now guaranteed to be exported with the definition from avatar_skeleton.xml

Fixed in Avastar 2.0-beta34

Sorry, forgot to set the Tag, information got lost. Changes are listed above (see 2.0-35)

Fixed in Avastar 2.0-beta33

  • fix: Copy bone constraints for avastar constraints (assume the user constraints come after avastar constraints)
  • fix: Do not set the Posing Preset during upgrade
  • fix: Use the longest ik chain if a bone is referenced more than once as ik root
  • fix: Unlock Rotation should mute constraints and not enable them

Fixed in Avastar 2.0-beta32

  • imp: Joint offsets are only taken from the Deform bones and the COG.
  • imp: Make the store joint edits always visible when in experimental mode
  • fix: make snap collision volumes and snap attachment points optional during rig update
  • wip: remove apply of stored shape when disconnecting a mesh from the sliders (needs more testing)
  • new:remove joint offset data during update when sliders are disabled
  • fix: Modifed startup Log level from DEBUG to WARNING
  • fix: Use spine improved bone controllers
  • new: Added support for custom bind pose to support TMP and other developer kits with non standard bind poses (needs Blender 2.79)
  • imp:Added armature properties to store the spine fold state for upper and lower spine
  • do not auto update library objects
  • fix for the welding modifier that is needed after a blender fix (check daily builds after 27-01-2017)
  • fix:partial shape reset did no longer work after adding fast exit from updateShape when recursive called

Fixed in Avastar 2.0-beta31

  • clean: updated templates to 2.0-31
  • fix: IK Settings are now preserved during Rig Update
  • new: Add store joints to plain vanilla rig (clean up from damage)
  • new: Initial support for working without shape sliders
  • fix: Some Rigs broke during upgrade
  • experimental: fully disabled sliders for creature makers

Fixed in Avastar 2.0-beta30

  • initial support for working entirely without shape sliders (work in progress)
  • fix:create a warning when slider shape data is broken, instead of stopping the updateShape
  • fix: export mesh destroyed mesh Normals
  • imp: avoid error display in console when creating new Avastar without action
  • imp: Animation export is now disabled when Origin is animated
  • fix: Export animations with references to bones outside of current rig failed

Fixed in Avastar 2.0-beta29

  • Keying Origin should not be exported in Animations.
  • Export animation with references to bones outside of current rig failed
  • Export only deform bones with parent hierarchy did not export correctly
  • Export collada exported mesh always in current pose
    The exporter now takes care of the “Use Bind Pose” option:
    Use Bind Pose disabled: Export in Restpose
    Use Bind Pose enabled: Export using current pose as bind pose
  • IK Bone alignment can be now disabled from the user preferences
  • Volume bone scaling was wrong calculated(work in progress)
  • Cleaned up labels in Update Tool panel
  • Added new panel display options to addon preferences:
    – Show Appearance Slider Panel
    – Show Collada export panel
  • The preference setting for Alter to restpose was removed (we no longer need it)

2017-01-06 Avastar-2.0-25

Fixes found during first testing phase (todo)

2016-12-31 Avastar-2.0-24

This is a major rewrite of the Avastar Core functions in order to support a true Bind Pose. All attempts to keep with the system in Avastar-2.0-23 lead to major problems.

Changeset (todo)

2016-09-19 Avastar-2.0-23

2016-09-19 fix: issues with renaming rigtype to rigType
2016-09-19 fix: remove bones from slider-bone map
                if scale and offset both are (0,0,0)
                which means 'defined but no influence'
                which actually is a mistake in the definition files

2016-09-19 Avastar-2.0-22

2016-09-19 imp: Added selector for rigtype to the shape import tool
2016-09-18 new: Now you also can customize the add -> avastar menu entries
                to create a rig based on POS attributes in the skeleton definition
                check the Avastar adoon preferences panel
2016-09-18 fix: improved printing of slider to bone mapping
2016-09-17 imp: Single Joint offsets can now be removed from the user interface (Appearance pannel)
2016-09-17 new: Added ability to only delete one single joint offset (needed for user interface)
2016-09-17 fix: Migrate from foreign rig to Avastar now also
                supports the migration of joint positions
2016-09-17 wip: retargeting tool progress counter now shows 
                the timeframe on which it is currently working
2016-09-16 new: Added improved display of joint offset bones
2016-09-16 fix: Added spine visibility to EDIT Preset in rig display panel
2016-09-15 !!!: Improved Rig Update and Rig Transfer. (made naming consistent):
                Now use BASE instead of CLASSIC for the old style rig)

2016-09-15 Avastar-2.0-21

2016-09-15 new: BVH Animation Importer with multi file import
2016-09-15 imp: new avastars are now created with EXTENDED Rig by default
2016-09-14 fix: symmetry issues in lad definitions(found by Cathy and Vir)
2016-09-14 fix: connectiontype for structure bones 
                now also connected (needed for retargetting)
2016-09-14 new: added extended boneset for retarget tool(wip)

2016-09-12 Avastar-2.0-20

2016-09-12 new: Added checkmarks to enable the eye target focus points
2016-09-11 new: Added option to enable eye target constraints(wip)
2016-09-11 imp: avoid exception when copy modifier properties during rig update
2016-09-11 fix: Export data when skeleton is not visible
2016-09-11 imp: cleanup rig_control pannel, moved functions to Avastare-tools
2016-09-11 imp: replaced Sync by Snap in the user interface (easier to understand)
2016-09-11 imp: beautified the joint list display a bit
2016-09-11 fix: maintain order of modifiers after freezxing
2016-09-11 imp: renamed button to Snap Base to Rig (from Sync Base to Rig)
2016-09-11 fix: avoid exception when rig transfer actually did not
                transfer anything (paranoid, should not happen)
2016-09-11 imp: improved button label for rebuild joint info
2016-09-11 fix: Remove heel height calculation from rig update tool
                no longer needed? needs testing

2016-09-10 Avastar-2.0-19

2016-09-10 fix: Handle situation where pole target bones
                are not available while auto fixing pole angel
2016-09-10 fix: upgrade tool for Avastar characters
2016-09-10 fix: typos in code, no function changes
2016-09-09 fix: center view to selected joint offset (joint display)
2016-09-09 fix: improved joint offset display(wip)
2016-09-09 fix: adjust rig operator failed when attachment bones where not defined
2016-09-08 imp: Make avastar more safe against deleted bones
2016-09-08 imp: joint display pannel now used to focus on bone
2016-09-08 fix: display height only when needed bones are available
2016-09-08 imp: support for Focus on Bone
2016-09-08 new: added export of full parent bone hierarchy
                skeleton is defined more robust
2016-09-08 fix: only fix parent bone tails if parent bone exists 
                fixes issues when intermediate bones have been deleted)
2016-09-08 fix: calculate pelvis hover now returns 0,0,0 
                when reference bones (pelvis, toe) have been removed
2016-09-08 add: snap tools now also available in the transfer tool 
                having all high level rig tools at same place
2016-09-07 imp: avastar inplace transfer now more robust.
                Changed default settings for the upgrade tool
                now by default meshes are not rebuilt
2016-09-07 imp: make tool tips more understandable

2016-09-06 Avastar-2.0-18

2016-09-06 upd: updated templates to alpha-8
2016-09-06 new: Added Shape drivers for eyebrows (for Bento)
2016-09-06 new: add mesh repair option to rig transfer tool
                for repairing avastars
2016-09-06 fix: partial remove joints now deletes only joints from selected bones
2016-09-05 fix: unify usage of panel properties for tool shelf based
                collada exporter and file -> export -> Collada
2016-09-05 imp: armature upgrade tool now supports upgrading
                joint offsets and synchronizing the object origins
2016-09-05 new: support functions for origin synchronization of multiple objects
2016-09-04 new: added support for deleting unwanted bones during rig upgrade
2016-09-04 new: added support for snap control bones to sl bones
2016-09-04 imp: rig update panel layout and functionality
2016-09-04 imp: reduced label sizes
2016-09-04 fix: now collision volume animations can also be exported
2016-09-04 imp: improved update tool (based on tests with toodledoo)
2016-09-03 new: added new avastar selection functions (needed for upgrade tool)
2016-09-02 fix: Bone restpose location needs to include joint offsets,
                otherwise get distortions on meshes
2016-09-02 wip: discarded the structure bones from the joint calculations
                they are placed automatically anyways
2016-09-02 fix: joint offset calculator now works based on the current shape
                fixes shifting of skeleton after calculating offsets
2016-09-02 imp: fixes a precision issue when applying 
                the joint offset calculator repeatedly
2016-09-01 new: Added get_toe_offset from origin function to support
                custom rigs with modified origin and modified pelvis
2016-08-31 fix: Added back custom shape for Torso
2016-08-31 wip: improve support for edited mPelvis bone (wip)
2016-08-31 imp: joint offset calculations now works for system characters
                with arbitrary shape key settings.
                Note: not yet working for custrom rigs
2016-08-31 fix: joint offset list was wrong formatted
2016-08-28 new: Use REGULAR_BONES for joint edit calculations (wip)
2016-08-28 new: Added list of regular bones for joint edit calculations
2016-08-28 fix: manual avastar update tool was broken after recent changes
2016-08-28 fix: improved joint edit calculations for custom rigs
2016-08-28 new: convenience operator for stepping away 
                from bind pose to joint editor (wip)
2016-08-25 fix: Applying bind pose could refuse to delete 
                the cached rig data (text block) because of 
                link count (not sure what's up here)

2016-08-25 Avastar-2.0-17

2016-08-25 upd: templates for avastar 2.0-alpha 7
2016-08-25 fix: Layout of armature info pannel
2016-08-25 imp: Order of Avastar pannels
                appearance now on top, info pannel now at bottom
2016-08-25 new: Added convenience operator for converting
                Avastar mesh to custom mesh on the fly
2016-08-25 imp: Volume bones now deforming by default
2016-08-25 fix: joint offset calculation now based on the mBones,
                makes it much easier to keep the rig geometry intact
2016-08-25 imp: take care to export also unweighted bones in the middle 
                when they have joint positions. Otherwise we can get distortions
2016-08-24 fix: the hover attribute was used for toe offset and origin hover.
                Separated this into the 2 attributes 'hover' and 'toe_hover'
2016-08-23 fix: spine controller now preserves spine state when shape changes
2016-08-23 fix: calculate bone positions now more robust
2016-08-23 fix: avoid asymmetric shift of skeleton due to hover calculations
                not sure if that works out in general
2016-08-23 fix: unweighted bones with joint positions are now treated
                like weighted bones and also exported to collada
2016-08-18 fix: for joint offset calculator with arbitrary slider settings
                still issues near hands when sliders not in SL restpose
2016-08-17 imp: Added log info for exported bone sets
2016-08-17 fix: joint position support for restpose
2016-08-14 fix: joints now defined relative to original joints (wip)
2016-08-14 fix: Avastar now has a precise restpose
                SL Restpose Skeleton.
                Various edits to better suport joint offsets(wip)
2016-08-14 fix: Issues with eyes in lad definition
2016-08-13 fix: for eye scaling
2016-08-06 fix: delete all joints operator now really deletes all joints
2016-08-06 new: now deleting orphaned joint entries 
                when bones are deleted, no longer throws an exception.
2016-08-06 new: add option to only remove selected joint offsets
2016-08-06 fix: joint position now takes current joint offset 
                into account (to get wysiwig behavior)
2016-08-04 fix: avoid raising error when rendering
2016-08-04 upd: version number of template files

2016-08-04 Avastar-2.0-16

2016-08-04 fix:sliders did not work for eyes and finger tips

2016-08-03 Avastar-2.0-14

This is still a work in progress update. But we have hope
that most of the big issues have been fixed.

Super important

The Rig Update Tool has not yet been updated!
We keep this task for the very end after all other
known issues have been fixed.

Important changes

  1. Avastar alpha-5 uses the most recent release candidate Skeleton
  2. We have separated the Rig Display panel from the new Rig Config Panel. The idea was to make things easier.
  3. More complete support for Sliders with Joint position.
    IMPORTANT: Please edit joint positions only when the rig is in SL Rest pose (white stickman icon in Appearance sliders) Otherwise the joints move around in unexpected ways. Once you have finished your joint editing, you can use the sliders to check how the model behaves later in SL.
  4. The easiest way to edit joint positions is to work in pose mode, then in the tool shelf -> Avastar -> Rig Config “Snap Rig to Pose”. This automatically calculates the joint offsets. this step is needed to support the sliders
  5. You now can edit the Rig (in Edit mode) and calculate the joint positions at any time:Tool Shelf -> Avastar -> Rig Config -> Store Joint Edits
  6. Remove Joint edits tool works reliable only when the sliders are in SL Rest pose (white stickman icon)
  7. The Collada exporter no longer provides the “with joints” option Avastar now can do the export without advise. We added a few moree options into the advanced section of the Collada exporter to get more control over what exactly gets exported (most usage for tool exchange stuff, not so important for Export to Target (Second Life)

Known Issues

  • Joint position editor creates odd results when used when thE sliders are NOT in SL Rest pose (white stickman icon)
  • rig Update tool does not yet work (see above)
  • Animation importer does not yet know about the Bento bones
  • BVH exporter has not been updated to support Bento Bones
  • We have disabled most of the face and hand meta rig stuff as we first want to get the rig itself working

Changeset

2016-08-03 upd: temnplate files
2016-08-03 rem: Execute Rig Update upon Startup (not reliable yet)
2016-08-02 imp: removed debug statements
2016-08-02 fix: volume bones wrong placement when joint positions defined
2016-08-01 fix: reset rig with keep pose
2016-08-01 wip: Joint position fixes
2016-07-31 wip: joint position handling
2016-07-27 new: Add Translate option to headMatrix
2016-07-26 new: start fixing joint position support with sliders
2016-07-26 fix: bake pose to rig now also creates joint offsets
2016-07-23 upd: removed joint editor options: Store joints now always syncs and stores for all bones
2016-07-23 fix: adjust rig to pose now enables sliders
2016-07-22 wip: joint position fixes for usage with sliders
2016-07-22 wip: temporary discard hand rig
2016-07-18 new: more export options for the collada exporter
2016-07-17 upd: Skeleton definition release candidate
2016-07-17 imp: Tool tips for Mesh Info Panel
2016-07-09 fix: updating an Avastar with meshes flagged as System mesh but shape keys removed (happens in snap rig to pose when snapping with meshes is enabled)
2016-07-09 fix: NPE in display Avastar rig with Bone Map filter (after reloading a blend file)
2016-07-09 imp: display of Mapped groups now updates correct when fitting sliders are edited
2016-07-08 fix: Display of Weight Mapped bones Filter now sensitive on Select and deselect of objects
2016-07-08 fix: IK Target for Alt Eyes was not generated
2016-07-07 new:updated bento angel and updated face weights
2016-07-07 imp: added Eyebrows support (Cathy Foil)
2016-07-06 imp: lower cheeck slider based on scale
2016-07-06 imp: lower+upper lips parented to corresponding teeth
2016-07-06 imp: lower lips parented to lower teeth
2016-07-06 fix: for jaw bone location
2016-07-04 imp: Nose size now scale only, other nose sliders added more scale, reduced translation
2016-07-04 imp: Head Length slider (teeth now use scale instead of offset)
2016-07-04 fix: broken Eyes Long Head slider
2016-07-04 exp: WIP experimental definitions files (proposal for final setup)
2016-07-04 imp: avastar no longer uses pos for joint positions (turned out to be wrong)
2016-07-04 imp: Snap rig to pose now allows to rebind the meshes to new restpose without distortions (modifies the mesh)
2016-07-04 fix: merge weights to active vgroup now switches viewport to active group (avoids visual annoyance)

2016-06-29 Avastar-2.0-13

2016-06-29 fix: classic skeleton was setup wrong
                now takes the definition from skeleton_2

2016-06-27 Avastar-2.0-12

Important changes:

  1. custom meshes no longer create shape keys when sliders are enabled
  2. Sliders now also work when your mesh is in edit mode
  3. The joint position editing is almost ready to use (see note below)
  4. Updated weights for the head mesh. Eye lids now should work much smoother
  5. All recent changes to the skeleton and lad are included

Known issues:

  1. When you create a new Avastar character, then its head reacts to
    the sliders as if it is a custom mesh.
  2. The joint position editor has difficulties with the bone end points
    of the leaf bones (bones at end of bone chains)
  3. When you edit a mesh (add/remove verts) while sliders are enabled,
    this can lead to very odd behavior when you change back to object
    mode. Best is to disable sliders when you attempt to add/remove
    verts. Moving verts around should be ok. Don’t forget to bake
    changes into the mesh before you leave edit mode.
  4. when you disable/enable the sliders it can happen that the eyes
    pop out of the face. When that happens, then in most cases it
    is sufficient to enable the sliders again. Then the eyes snap back
    where they belong.

Note for joint position editing:

The joint position editor is not strictly necessary to define joint offsets. For now an alternative way is :

  • disable sliders and keep them disabled!
  • Edit your skeleton as needed
  • when you export, then export without joint positions. This will
    export the skeleton as it is. SL figures out on its own which bones
    need to get joint offsets.

when the joint position editor is ready it will become possible to use the sliders AND define joint positions.

Detailed change set:

2016-06-27 imp: updated templates and assets library to newest version
2016-06-26 imp: preset for skinning now checks if object 
                is in edit mode and sets show weights if applicable
2016-06-25 fix: removed mesh_id property from frozen objects
2016-06-25 imp: Added warning popup when editing Avastar Meshes
2016-06-25 fix: ensure that bento heads do not get polluted 
                with unnecessary weights from mHead
2016-06-25 imp: updated Skeleton and lad files to newest version
2016-06-25 imp: replace shape keys by own shape system 
                to avoid inter dependencies with blender shape key system)
2016-06-25 imp: enable translation animation export by default
                now officially supported by SL
2016-06-25 imp: tooltip for animation export options
2016-06-21 imp: make user interface more stable when DRIVERS are missing
2016-06-21 imp: take length of mEye bones from avatar definition files (only for avastar-2)
2016-06-18 new: collada exporter now cooperates with joint offset editor
2016-06-17 new: Added joint position editor (work in progres)
2016-06-05 fix: export correct bone connect info (only usefull for reimport to Blender)
2016-06-01 imp: display pannels for joint position editor
2016-06-01 new: Added export option for rawdata export (tool interchange)
2016-05-29 imp: improved tooltips
2016-05-29 imp: remove weight groups tool can now be used for any MESH object
2016-05-29 imp: improved spine controller, various small display improvements
2016-05-29 new: added collada options 
                layer, roll, tail support, only useful for reimport to Blender
2016-05-23 fix: joint position editing optimizations, Added new Spine fold/unfold options
2016-05-17 fix: issues with feet bones

2016-04-18 Avastar-2.0-11

2016-04-18 fix: tweaked fully fitted to keep deform flag for base bones
2016-04-18 wip: make rig update more stable
2016-04-18 new: Added minor tweak in log message
2016-04-17 fix: Added missing info box for Collada exporter
2016-04-17 fix: rig version update now copies material settings
                for avastar meshes and adjusts the shape after update

2016-04-17 Avastar-2.0-10

2016-04-17 fix: Added missing info box for Collada exporter
2016-04-17 fix: rig version update now copies material settings
                for avastar meshes and adjusts the shape after update
2016-04-16 imp: added verbose tool tips
2016-04-16 imp: reordered the collada panel,
                added description tooltip for new add mPelvis bone option
2016-04-16 fix: No longer use filename as name for exported Mesh objects
2016-04-16 new: Added option to enforce export of mPelvis for partial rigs
2016-04-15 new: Export only Weighted Bones for EXTENDED export (bento)
2016-04-14 fix: Added constraints for hinds and spine bones
2016-04-14 fix: Allow animate Avastar sliders
                although not very useful because 
                the sliders reset the rest pose on every frame)
2016-04-13 imp: Improved weight maps for Extended head
2016-04-13 imp: Added most recent Extended Avatar definitions (release candidate)
2016-04-13 new: added parameters for find > 4 weights
                now can run on unbound meshes, and can specify weight limit
2016-04-06 fix: allow to create new Avastar on other layer
                even when active Object is not visible 
                fighting usability annoyances
2016-04-05 new: Added new Bento Angel for bento release candidate
2016-04-05 new: Added Rig repair option to Tools pannel (experimental)
2016-04-05 new: Added weight source 'extended weights'
                copies prepared weight data from assets.blend)
2016-04-03 wip: allow Avastar to run on Blender 2.75 (needs more testing)
2016-04-03 new: Added sliders for extended bones (facial expressions)
2016-04-03 exp: weight map control pannel 
                now also shows up for Avastar Meshes
                not sure if this is a good idea though)
2016-04-03 imp: weight counter now also works on non rigged mesh. 
                Extended weights now works for all extensions found in the assets.blend
2016-04-03 fix: Added teeth bones to meta ik rig
2016-04-02 fix: bone weight copy from avastar templates
2016-04-01 fix: Always get the correct lad file for the skeleton type (basic/extended)
2016-03-24 new: Added rig presets editor to Addon Panel
2016-03-20 fix: Wrong assignment eyes and spine to bone layers and bone groups
2016-03-20 new: added max number of exportable bones 
                LL limitation: max 110 weighted bones per mesh

2016-03-20 Avastar-2.0-9

2016-03-20 Added rig version check pannel
2016-03-20 imp:Tooltips in the addon configuration panel
2016-03-20 new: Added animation cast tool to Sparkles
2016-03-18 wip:animation cast operator (will go to Sparkles)
           Create video from Viewport frame by frame
2016-03-13 fix:Reset to default shape lost active object

2016-03-02 Avastar-2.0-8

2016-03-02 imp: Replaced templates with new avastar-2 templates
2016-02-28 exp: Added support for automatic 
                weight fixes when exporting Extended Skeleton to Main grid
2016-02-27 new: Added support for convert Manuel Lab to T-Pose
2016-02-23 imp: adjusted fitting presets
2016-02-22 imp: Updated Rig Presets
2016-02-20 new: Added extended support for ManuelLab 
                works with manuellab 1.1 or newer
2016-02-18 new: Added apply pose on unbind (Snowflake icon)

2016-02-10 Avastar-2.0-7

2016-02-10 fix: Bento Avatar create broken 
                version incompatibility with blender 2.76 and older
2016-02-09 imp: Added Rig Create Panel
2016-02-05 imp: Improved Addon Preferences pannel
2016-02-05 imp: Avastar is now much more friendly to Rigs with missing Bones
                good for update Rig function)
2016-02-03 imp: take care of occasional issue with import of xmlrpc.client
2016-01-31 wip: added face rig mouth part
2016-01-31 wip: added alternative Avastar skeleton proposal
2016-01-25 imp: selection of bones in Fitting Panel 
                now consistent with Blender's selection state
2016-01-25 his: blender 2.77 api change (Nasty, hopefully not seen by user)
2016-01-22 fix: test for non avastar rig during 
                collada export, improved error messages.
2016-01-22 fix: Fixed a possible problem with unweiughted verts during export

2016-01-13 Avastar-2.0-6

2016-01-13 imp:(un)lock constraints panel now has selector for:
                Selected, Same Group, Visible, All
2016-01-10 imp: make separation between the Bone Constraint Pannel
                and the Bone Deform Pannel more clear
2016-01-10 fix: UI less User Panel Jumping up/down
2016-01-10 fix: bind with keep now auto enables fitted mesh bones when necessary
2016-01-09 fix: strange error in animation export (probably outdated data, 
                fixed by making local copy of animation data)
2016-01-08 imp: move groin to separate layer
2016-01-07 fix: Documentation links
2016-01-07 new: add face rig (wip)
2016-01-07 imp: long text for shape not found
2016-01-03 imp: updating Avastar always creates failure (blender restart needed).
                This fix makes it a bit less troublesome (wip)
2016-01-03 fix: gracefull enable/disable of deform flag when control bone is missing

2016-11-11 Avastar-2.0-2.05

Release notes are not yet available

 

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